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Umbral Hand (3.5e Feat)

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Created By
Eiji-kun (talk)
Date Created: 1-21-10
Status: Complete
Editing: Please feel free to edit constructively!
Balance: Fighter


Umbral Hand [{{#arraymap: Reserve|, |x|Type::x}}] Summary::So long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists. Prerequisites: {{#arraymap: 2nd level spells|,|x|Prerequisite::x}}Benefit: As long as you have a shadow spell of 2nd level or higher available to cast you can manipulate objects with your shadow manifested into a quasi-real hand which floats around you. It is a creature one size smaller than you with a strength and dexterity score of 10, with an additional +2 for the highest shadow spell you have available. For example, if you have Simulacrum, a 7th level spell available its strength and dexterity scores are equal to 24. It has a 50% miss chance against physical attacks, uses your saving throws, BAB, and has half your maximum hp. If destroyed you can re-create it as a standard action.

The hand can float up to 30 ft. away from you to perform any activity you could do one-handed. The hand behaves much as a mindless golem, able to understand simple commands and having a habit of performing the same activity ceaselessly until re-directed. If you move out of its 30 ft. range it will abandon it's current orders and follow you until back in range again. If you have over 10 HD, the range of the hand becomes 60 ft. Commanding the hand is a move action which does not provoke attacks of opportunity.

The hand can perform a single slam attack which deals 1d6 + 1 1/2 times its strength score, grapple, or employ any weapon you are proficient in making up to as many attacks as your BAB allows.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells.



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